01-14-2018, 02:24 AM
(This post was last modified: 01-14-2018, 02:48 AM by Kelly MacAryn.)
Force an Error: Requires ranged proficiency, 4+ TEC, enhanced senses, telekinesis - (300 OM)
Kelly doesn't wait for his opponents to make mistakes - he takes a more proactive approach. By subtle, well-timed application of telekinesis, the traveler is able to cause his opponents to make small but crucial errors - missing shots at range due to a sudden pressure on the elbow, or overextending in close combat thanks to a greater-than-expected momentum on a strike.
The technique is entirely dependent on TEC. If the opponent's score is greater than Kelly's, they'll be able to correct for the unexpected interference - however, if their TEC score is equal to or less than his, they will make a mistake, with the severity increasing as the gap in ability-scores widens (A simple loss of combative momentum due to missed footing if the scores are equal, an exploitable opening if the opponents score is less than Kelly's but still greater than half his score, or a full on disaster such as tripping and falling on their face if their score is less than half of his.)
Because the force required is minimal, this technique doesn't take a lot of energy, but it does require keen focus to use; as such, constant use will dull Kelly's mind and make him more prone to errors himself (effectively -1 to TEC for the rest of the fight if used more frequently than once per minute.) Force an Error can only be used on opponents within range of his telekinesis and in order to use this technique, Kelly must be able to sense his opponent with his Enhanced Senses.
Go For the Eyes: Requires physical strength, debuff proficiency - (300 OM)
Most fighters rely heavily on their eyes, and Kelly sees no reason not to exploit the hell out of that fact.
When engaged with another fighter in melee combat, Kelly will go for the eyes, fully intending to blind them if he can get away with it. Kelly's success or lack thereof is dependent on the ability scores (yes, all of them) of himself and his opponent; He can successfully hit the eyes in the first place only if his TEC is greater than that of his target, and their SPD exceeds his by no more than 1. Assuming the move connects, its effectiveness depends on how large the gap in TEChnical ability is (signifying the degree to which they have failed to protect their squishy occular organs/other visual receptors), with a modifier based on the gap between Kelly's ATK and the opponent's DEF (for purposes of determining the move's outcome, add 1 to the target's TEC score for every 2 points by which their DEF exceeds Kelly's ATK).
If Kelly's TEC exceeds the targets by...
1: Target experiences visual distortion (teariness, dark spots)/ general pain for about five seconds.
2: Target experiences dark spots, persistent blurring, teariness for up to ten seconds.
3 or more: Target experiences severe blurring for up to thirty seconds, persistent painful swelling, possible blindness in one eye.
5 or more: Target is stricken with outright Blindness.
Although Kelly can continue to attempt to target the eyes in a less devastating capacity with basic non-move attacks, Go For the Eyes can only be used once per opponent per fight (twice on opponents with a TEC score less than 2), as it creates a deep and abiding concern for protecting the face, preventing its subsequent use in its ideal form.
The effects of Go For the Eyes can be reversed by an application of healing items or powers. Targets with regeneration can ignore the 1st level effects, and can recover from second and third level effects in half the listed time. Fourth level effects disappear within one minute for targets with basic regeneration and thirty seconds with advanced regeneration. SP-powered regeneration erases all effects.
Unexpected Interference - Tier 1 Super Defense: requires telekinesis, foresight, Force an Error - (600 OM)
If Kelly detects imminent, critical danger, he can interfere with it at the source, telekinetically causing his opponent to either botch the attack or miss him completely. A sudden burst of unseen force affects their body in a harmless-but-critical way, disrupting their balance and/or breaking their concentration. Unexpected Interference can neutralize Tier 1 super-attacks or below.
Kelly doesn't wait for his opponents to make mistakes - he takes a more proactive approach. By subtle, well-timed application of telekinesis, the traveler is able to cause his opponents to make small but crucial errors - missing shots at range due to a sudden pressure on the elbow, or overextending in close combat thanks to a greater-than-expected momentum on a strike.
The technique is entirely dependent on TEC. If the opponent's score is greater than Kelly's, they'll be able to correct for the unexpected interference - however, if their TEC score is equal to or less than his, they will make a mistake, with the severity increasing as the gap in ability-scores widens (A simple loss of combative momentum due to missed footing if the scores are equal, an exploitable opening if the opponents score is less than Kelly's but still greater than half his score, or a full on disaster such as tripping and falling on their face if their score is less than half of his.)
Because the force required is minimal, this technique doesn't take a lot of energy, but it does require keen focus to use; as such, constant use will dull Kelly's mind and make him more prone to errors himself (effectively -1 to TEC for the rest of the fight if used more frequently than once per minute.) Force an Error can only be used on opponents within range of his telekinesis and in order to use this technique, Kelly must be able to sense his opponent with his Enhanced Senses.
Go For the Eyes: Requires physical strength, debuff proficiency - (300 OM)
Most fighters rely heavily on their eyes, and Kelly sees no reason not to exploit the hell out of that fact.
When engaged with another fighter in melee combat, Kelly will go for the eyes, fully intending to blind them if he can get away with it. Kelly's success or lack thereof is dependent on the ability scores (yes, all of them) of himself and his opponent; He can successfully hit the eyes in the first place only if his TEC is greater than that of his target, and their SPD exceeds his by no more than 1. Assuming the move connects, its effectiveness depends on how large the gap in TEChnical ability is (signifying the degree to which they have failed to protect their squishy occular organs/other visual receptors), with a modifier based on the gap between Kelly's ATK and the opponent's DEF (for purposes of determining the move's outcome, add 1 to the target's TEC score for every 2 points by which their DEF exceeds Kelly's ATK).
If Kelly's TEC exceeds the targets by...
1: Target experiences visual distortion (teariness, dark spots)/ general pain for about five seconds.
2: Target experiences dark spots, persistent blurring, teariness for up to ten seconds.
3 or more: Target experiences severe blurring for up to thirty seconds, persistent painful swelling, possible blindness in one eye.
5 or more: Target is stricken with outright Blindness.
Although Kelly can continue to attempt to target the eyes in a less devastating capacity with basic non-move attacks, Go For the Eyes can only be used once per opponent per fight (twice on opponents with a TEC score less than 2), as it creates a deep and abiding concern for protecting the face, preventing its subsequent use in its ideal form.
The effects of Go For the Eyes can be reversed by an application of healing items or powers. Targets with regeneration can ignore the 1st level effects, and can recover from second and third level effects in half the listed time. Fourth level effects disappear within one minute for targets with basic regeneration and thirty seconds with advanced regeneration. SP-powered regeneration erases all effects.
Unexpected Interference - Tier 1 Super Defense: requires telekinesis, foresight, Force an Error - (600 OM)
If Kelly detects imminent, critical danger, he can interfere with it at the source, telekinetically causing his opponent to either botch the attack or miss him completely. A sudden burst of unseen force affects their body in a harmless-but-critical way, disrupting their balance and/or breaking their concentration. Unexpected Interference can neutralize Tier 1 super-attacks or below.


